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Posted: Sun Jul 15, 2007 2:39 pm
by EGG_GUTS
Ok sorry for X2 post but I have 3 more questions
1. I found this in my Lua does this mean it makes the Rebels not attack the imp targets?
assault:SetupAllCriticalSystems( "imp", impTargets, true )
assault:SetupAllCriticalSystems( "all", allTargets, false )
2. I added 3 frigates (the other unused imp frigate, the medical ship, and the rebel transport) that say they have no team how would I make them have a team?
3. Where would I add something to make them be on a team?
Posted: Sun Jul 15, 2007 2:49 pm
by wazmol
2 and maybe 3: well i am not looking at ZE right now but when you select the object in this case a ship you look at the bottom left hand corner of the ZE interface and it should have team with a box below it. with 0 in it change it to either 1 or 2.
hope that helped
Posted: Sun Jul 15, 2007 3:12 pm
by Maveritchell
You've got to have Aayla's anims for her model to work. SkeletonName = "twilek" doesn't do anything. You need to add the line:
AnimationName = "aalya"
Note that it is in fact misspelled "aalya." It needs to be mispelled that way, as it was a developer naming error for that anim. Also, obviously you need her .anims, .zaabin, and .zafbin files in your side/munged folder.
Posted: Sun Jul 15, 2007 7:21 pm
by Teancum
You can also use SkeletonName = "aalya", but that will only let you use the default (Luke) jedi animations. You can't specify a skeleton different than the animation set. The Twi'lek is weird though. I've had this work sometimes, sometimes it doesn't.
Posted: Sun Jul 15, 2007 7:56 pm
by EGG_GUTS
Ok I tried that and it didn't work so I guess I'll just won't add it to the map. But what about the R2-D2 Unit why does that make the map crash?
And in the Entity section in the lua, do I have to add anything to place more Auto Turrets?
Posted: Sun Jul 15, 2007 8:10 pm
by Teancum
R2 was probably unfinished.
Posted: Sun Jul 15, 2007 9:58 pm
by Maveritchell
R2 shouldn't make a map crash. I've put him in as a working unit before.
Posted: Mon Jul 16, 2007 4:08 am
by MercuryNoodles
For auto turrets, I think EntityDefenseGridTurret is what you need to check out. It should already be present, though it may not be set high enough by default.
Posted: Mon Jul 16, 2007 8:08 am
by EGG_GUTS
Maveritchell wrote:R2 shouldn't make a map crash. I've put him in as a working unit before.
As a local or as a unit you can play as?cuz my game runs fine but if I click on the R2 unit on the selection screen it crashes.
Posted: Mon Jul 16, 2007 9:20 am
by Teancum
If I remember right he wasn't built to be playable. He was AI only.
Posted: Mon Jul 16, 2007 9:31 am
by Clonedude55
@Egg_Guts- Dann_Boing got R2-D2 as a playable character for his Cage Match map maybe ask him via Xfire or just PM how he did it